Flesh Guardian

Medium Construct

Armor Class 9

Hit Points 93 (11d8+44)

Speed walk +30

Challenge 5

STR
18
+4
DEX
8
-1
CON
18
+4
INT
6
-2
WIS
10
+0
CHA
5
-3

Damage Immunities lightning, poison; damage from nonmagical, non-adamantine weapons

Condition Immunities charmed, fatigue, frightened, paralyzed, petrified, poisoned

Senses darkvision 60 ft., passive Perception 10

Languages understands the languages of its creator but can't speak

Special Abilities

Berserk. When the guardian starts its turn while bloodied, roll a d6. On a 6, the guardian goes berserk. While berserk, the guardian attacks the nearest creature it can see. If it can't reach a creature, it attacks an object. The guardian stays berserk until it is destroyed or restored to full hit points.

If a berserk guardian can see and hear its creator, the creator can use an action to try to calm it by making a DC 15 Persuasion check. On a success, the guardian is no longer berserk.

Fire Fear. When the guardian takes fire damage, it is rattled until the end of its next turn.

Immutable Form. The guardian is immune to any effect that would alter its form.

Lightning Absorption. When the guardian is subjected to lightning damage, it instead regains hit points equal to the lightning damage dealt.

Magic Resistance. The guardian has advantage on saving throws against spells and magical effects.

Constructed Nature. Guardians dont require air, sustenance, or sleep.

Actions

Multiattack. The guardian attacks twice with its slam.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Hurl Object. Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 18 (4d6 + 4) bludgeoning damage.

Lightning Bolt (1/Day, While Bloodied). An 80-foot-long 5-foot-wide lightning bolt springs from the guardians chest. Each creature in the area makes a DC 15 Dexterity saving throw taking 28 (8d6) lightning damage on a failed save or half damage on a success.

Source: Level Up Advanced 5e Monstrous Menagerie · OGL/Open